How did we get here?

  • ferret
    link
    fedilink
    English
    arrow-up
    10
    arrow-down
    3
    ·
    10 months ago

    The completely unfounded death of MSAA in modern games is devastating. It was (and still is!!!) so much better than every alternative.

    • HSR🏴‍☠️@lemmy.dbzer0.comOP
      link
      fedilink
      English
      arrow-up
      14
      ·
      edit-2
      10 months ago

      Turns out the death of MSAA was actually quite founded! Here’s a great Digital Foundry video on anti-aliasing piped link | youtube

      tl;dw MSAA only affects geometry, so while it worked fine for older titles, it can’t handle textures, normal maps, shading etc.

      • umbrella@lemmy.ml
        link
        fedilink
        English
        arrow-up
        3
        arrow-down
        1
        ·
        edit-2
        10 months ago

        Still looks better than all alternatives by far though.

        edit: second best, just remembered DLAA is a thing whenever its actually implemented.

      • ferret
        link
        fedilink
        English
        arrow-up
        2
        arrow-down
        1
        ·
        10 months ago

        Games like Deep Rock Galactic have every reason to use MSAA but don’t anyway because game engines decided it was unnecessary, and small devs like that can’t be arsed to maintain their own implementation.

        Also textures and normal maps don’t need anti-aliasing because they will already have it baked in. Shaders are a similar situation where any aliasing will be situational and should be handled by the shader itself. (If it even makes sense to do so)